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Quality control would be the main one I'd imagine. It probably made a lot more sense when they started working on the Wii Ware platform, but it was pretty outdated by the time it debuted.

I would've thought quality control would be when they submitted, not before they could get a dev kit. (?)

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In the traditional sense yes.

For what I remember, Nintendo believed that the crash of the 80s was caused by the market being flooded by tons of crap software. They put restrictions in place for the Famicom/NES. Each publisher would only be allowed to publish a certain amount of titles per year and you'd have to apply for a licence. It allowed them to keep the hobbyists out and stop the onslaught of crap software. In theory.

Everyone seems to have lifted the same model and it wasn't really until Steam and XBLA started gaining traction that it started looking daft.

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Typical.

Theres me posting on Miiverse how awesome my early morning Sonic Racing session was going, I should have stopped playing whilst I was ahead. I should have stopped after getting some difficult SRanks i've been trying to complete for the last few weeks, but Noooooo.....

Thanks to 'The Rage :twisted: ', I now have a big colourful blotch on my gamepad screen.

:facepalm:

So thats another couple of hundred quid down the drain then. You are Destructor destroyer of things!

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But the 360 has 3 PPCs too, doesn't it?

Yes but all the issues so far are regarding memory bandwidth, apparently this can be negated and can exceed 360/ps3 bandwidth in some places using efficient coding

Quick n dirty ports however won't bother obviously

They both speak variants of the PowerPC ISA (but so does the PS3), but it's like someone with a thick Scottish accent speaking to somebody from the south of England, the PS3 and X360 both have the same basic CPU core, the Nintendo line of optical disc-based consoles all chose to go with some obscure offshoot IBM developed ages ago.

Efficient coding is basically the code word for doing a rewrite (like telling somebody to port their X360 code to SPU code to make it run better), not exactly the sort of thing you want to waste time on for a cost-efficient port is it? They'll do it for PS3 as that has demonstrable sales to make it worthwhile, something yet to be proven on a Nintendo disc-based system.

Combined with the Unity support, it may make the Wii U the indie platform of choice. It would be a smart move.

I presume you mean on console only? the PC and STEAM are the generally regarded indie platform of choice these days, why put up with console manufacturer limitations when there is a platform which is easy to develop for with a huge install base which can make your game a success already in existence. Plent of indie dev comments saying as much.

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but not burned on iOS...

it's not a 'PC' is best thing... it's that the hardware guys have restrictions in place that prevent them doing what they want. Something Nintendo are looking to address. No office required... use Unity. How can you possibly spin these things are bad?

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but not burned on iOS...

it's not a 'PC' is best thing... it's that the hardware guys have restrictions in place that prevent them doing what they want. Something Nintendo are looking to address. No office required... use Unity. How can you possibly spin these things are bad?

I was just asking for clarification on Napole0n's point, as in the greater universe it didn't make sense to me, only if you look at a world where devs only have consoles to choose from might it be true.

Where are the next Mojang games being released?, not on a console the last time I looked.

Edit: By sheer coincidence, talking of indie devs, the dev of Gunman Clive just posted this on NeoGAF, PC comes off worse for his game, with Android and 3DS being his best selling platforms, so exceptions to most things do exist.

LnHngZq.png

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Obviously iOS is a much larger market and it might not be possible to become an overnight millionaire on the eShop, but for a small game with no marketing and little prerelease hype it does feel like the eShop is a healthier market, and while it's recieved some promotion from Nintendo it doesn't seem to be as reliant on it. It could also be that the word of mouth is helping a bit more on the 3DS because of buttons etc, but overall the response for the smarthpone versions was also very positive. The total sales are still not massive and I'm hardly wealthy yet, but I've been well rewarded for the time put in and it's made a very healthy profit considering how little I've spent on it. There's still no telling where the 3DS sales will end up, and the other versions are still selling, though not at a very impressive pace.

http://www.neogaf.co...ad.php?t=509260

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people with dedicated gaming device more willing to spend a wee bitty more money on a decent game shocker.

As he doesn't give money numbers, it's more a case of very small devs might be better off with niche platforms with less competition where they can get noticed more, rather than trying the lottery of the winner-takes-it-all bigger markets. As even he admits you'll never get rich releasing cheap indie games, unless you get very,very lucky. It costs the same on Android as 3DS, and he can't of used Unity if it doesn't work on the 3DS.

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a more controlled release schedule means that you're looking for games on the thursday... when there's a couple of games and one of them costs 2 quid, tbh, the kind of person who looks for eShop upgrades is probably going to go 'why not - I'll just buy it'... whereas in iOS land, the game would never ever be noticed.

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Read his post all about his experiences with the various markets and look at the sales growth graph he posted, Android shot past iOS, despite starting way slower due to exposure from Google. He even reckons 3DS is doing well due to word of mouth mainly, less competition doesn't hurt either.

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